Hondu: Difference between revisions
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(HAHN-doo) | Hon(HAHN-doo) | ||
The hondu are canine humanoids who originally came from the dark boreal forests of the northern lands, but have | The hondu are canine humanoids who originally came from the dark boreal forests of the northern lands, but have since spread to all known corners of the continent. The hondu possess unmatched endurance and speed for any race their size. They are able to track and pursue prey for days on end, and equally capable of hauling their kills back to their family groups. While generally known for their loyalty and bravery, hondu are as diverse in personality as they are in appearance. Even members of the same family might have drastically different colorations in fur or length of snout. | ||
since spread to all known corners of the continent. The hondu possess unmatched endurance and speed for any race their size. They are able to track and pursue prey for days on end, and equally capable of hauling their kills back to their family groups. While generally known for their loyalty and bravery, hondu are as diverse in personality as they are in appearance. Even members of the same family might have drastically different colorations in fur or length of snout. | |||
==='''Hondu Culture'''=== | ==='''Hondu Culture'''=== | ||
Hondu culture tends to exemplify the sanctity of life and strive to uphold the order of the natural world. In this sense, nature is deified as much as any god and over- hunting, wastes of food, and relishing in excess are heavily discouraged. Where hondu cities are built, outsiders might find a surprising marriage of nature and civilization in food, architecture, and art. | Hondu culture tends to exemplify the sanctity of life and strive to uphold the order of the natural world. In this sense, nature is deified as much as any god and over- hunting, wastes of food, and relishing in excess are heavily discouraged. Where hondu cities are built, outsiders might find a surprising marriage of nature and civilization in food, architecture, and art. | ||
===''' | ==='''Hondu Traits'''=== | ||
'''Height:''' 4’6” - 6’4” | '''Height:''' 4’6” - 6’4” | ||
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'''Base Speed:''' 20 ft | '''Base Speed:''' 20 ft | ||
'''Appearance:''' Hondu are bipedal. They have a fluffy tail and a canine head. They are visually varied, having many different combinations of coloration in fur and eyes.Hondu snouts, tails, ears, and fur all vary in length and | '''Appearance:''' Hondu are bipedal. They have a fluffy tail and a canine head. They are visually varied, having many different combinations of coloration in fur and eyes. Hondu snouts, tails, ears, and fur all vary in length and appearance. | ||
appearance. | |||
'''Lifespan:''' Hondu reach maturity at 18, but tend to live | '''Lifespan:''' Hondu reach maturity at 18, but tend to live about 130 years. | ||
about 130 years. | |||
''' | === '''Hondu Features''' === | ||
==== '''Hondu Starting Features''' ==== | |||
At level 1, you gain the following features as a hondu. | At level 1, you gain the following features as a hondu. | ||
{| class="wikitable" | {| class="wikitable" | ||
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!Discreption | !Discreption | ||
|- | |- | ||
|Keen Nose | |'''Keen Nose''' | ||
|When you make AWR checks that rely on | |When you make AWR checks that rely on your sense of smell, gain an additional +4 bonus to your check. | ||
your sense of smell, gain an additional +4 bonus to your | |||
check. | |||
|- | |- | ||
|Canine Endurance | |'''Canine Endurance''' | ||
|Gain +6 Skill Points to spend on | |Gain +6 Skill Points to spend on skills with the Athleticism or Stamina tags. You cannot spend more than 4 points in a single skill in this way. | ||
skills with the Athleticism or Stamina tags. You cannot | |||
spend more than 4 points in a single skill in this way. | |||
|- | |- | ||
|Unique Ability | |'''Unique Ability''' | ||
|To further define your hondu, choose | |To further define your hondu, choose one option from the list below at level 1. | ||
one option from the list below at level 1. | |||
|} | |} | ||
===''' | ==== '''All Hondu Features''' ==== | ||
In addition to the unique ability you selected at level 1, you | In addition to the unique ability you selected at level 1, you gain one more ability at 5th, 10th, 15th, 20th, 25th, and | ||
gain one more ability at 5th, 10th, 15th, 20th, 25th, and | |||
29th levels, choose one option from the list below. | 29th levels, choose one option from the list below. | ||
{| class="wikitable" | {| class="wikitable" | ||
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!Description | !Description | ||
|- | |- | ||
|Hondu Bite | |'''Hondu Bite''' | ||
| | | | ||
|Gain a special attack that costs 2 AP and | |Gain a special attack that costs 2 AP and deals 1d4 Sharp damage on a hit. This is considered a natural weapon, and you use your choice of STR or DEX for the attack and damage rolls. | ||
deals 1d4 Sharp damage on a hit. This is considered a | |||
natural weapon, and you use your choice of STR or DEX for | |||
the attack and damage rolls. | |||
|- | |- | ||
|Hondu Bite II: Powerful Jaws | |'''Hondu Bite II: Powerful Jaws''' | ||
| | |Hondu Bite | ||
|Repeatable. Each time you take this feature, increase your | |Repeatable. Each time you take this feature, increase your Bite damage die by one size (d4 to d6, d6 to d8, etc.), to a | ||
Bite damage die by one size (d4 to d6, d6 to d8, etc.), to a | |||
maximum of 1d12. | maximum of 1d12. | ||
|- | |- | ||
|Bravery | |'''Bravery''' | ||
| | | | ||
| Whenever a creature tries to Frighten you, they | | Whenever a creature tries to Frighten you, they must roll 2d20 and use the lower one. | ||
must roll 2d20 and use the lower one. | |||
|- | |- | ||
|Bravery II | |'''Bravery II''' | ||
| | |Bravery | ||
|You cannot be Frightened by creatures. (Effects that do not originate from | |You cannot be Frightened by creatures. (Effects that do not originate from creatures can still Frighten you.) | ||
creatures can still Frighten you.) | |||
|- | |- | ||
|Bravery III | |'''Bravery III''' | ||
| | |Bravery II | ||
|You cannot be Frightened by any source. | |You cannot be Frightened by any source. | ||
|- | |- | ||
|Canine Cunning | |'''Canine Cunning''' | ||
| | | | ||
|You may spend 1 AP to grant TA to | |You may spend 1 AP to grant TA to yourself and one ally against an enemy that you are both | ||
yourself and one ally against an enemy that you are both | |||
adjacent to when you use this feature. This bonus lasts until | adjacent to when you use this feature. This bonus lasts until | ||
the start of your next turn. | the start of your next turn. | ||
|- | |- | ||
|Canine Endurance II | |'''Canine Endurance II''' | ||
| | | Canine Endurance | ||
|''Repeatable''. Gain +6 Skill Points to spend on skills with the | |||
Athleticism or Stamina tags. You cannot spend more than | Athleticism or Stamina tags. You cannot spend more than | ||
+4 points on a single skill in this way. | +4 points on a single skill in this way. | ||
|- | |- | ||
|Hunting Dog | |'''Hunting Dog''' | ||
| | | | ||
| Repeatable. Gain +6 Skill Points to spend on skills with the Survival tag. You cannot spend more than +4 points on a single skill in this way. | | ''Repeatable''. Gain +6 Skill Points to spend on skills with the Survival tag. You cannot spend more than +4 points on a single skill in this way. | ||
|- | |- | ||
|Keen Hearing | |'''Keen Hearing''' | ||
| | | | ||
|When you make AWR checks that rely on your sense of hearing, gain an additional +4 bonus to your check. | |When you make AWR checks that rely on your sense of hearing, gain an additional +4 bonus to your check. | ||
|- | |- | ||
|Keen Nose II | |'''Keen Nose II''' | ||
| | |Keen Nose | ||
|Increase your Keen Nose bonus by an additional +4. | |Increase your Keen Nose bonus by an additional +4. | ||
|- | |- | ||
|Pack Coordination | |'''Pack Coordination''' | ||
| | | | ||
|Once on your turn, you can move up to 10 ft without spending AP. When moving in this way, you must stay within 5 ft of a hostile creature at all times. You can use this feature a number of times equal to your AWR, regaining expended uses of the feature upon Recouping. | |Once on your turn, you can move up to 10 ft without spending AP. When moving in this way, you must stay within 5 ft of a hostile creature at all times. You can use this feature a number of times equal to your AWR, regaining expended uses of the feature upon Recouping. | ||
|- | |- | ||
|Thick Coat | |'''Thick Coat''' | ||
| | | | ||
|Gain Resist Cold 3. When making END checks | |Gain Resist Cold 3. When making END checks to mitigate the effects of extreme cold, roll 2d20 and use whichever one is higher. | ||
to mitigate the effects of extreme cold, roll 2d20 and use | |} | ||
whichever one is higher. | |||
Revision as of 21:34, 15 November 2023
Hon(HAHN-doo) The hondu are canine humanoids who originally came from the dark boreal forests of the northern lands, but have since spread to all known corners of the continent. The hondu possess unmatched endurance and speed for any race their size. They are able to track and pursue prey for days on end, and equally capable of hauling their kills back to their family groups. While generally known for their loyalty and bravery, hondu are as diverse in personality as they are in appearance. Even members of the same family might have drastically different colorations in fur or length of snout.
Hondu Culture
Hondu culture tends to exemplify the sanctity of life and strive to uphold the order of the natural world. In this sense, nature is deified as much as any god and over- hunting, wastes of food, and relishing in excess are heavily discouraged. Where hondu cities are built, outsiders might find a surprising marriage of nature and civilization in food, architecture, and art.
Hondu Traits
Height: 4’6” - 6’4”
Weight: 80-230 lbs
Size: Small or Medium (your choice)
Base Speed: 20 ft
Appearance: Hondu are bipedal. They have a fluffy tail and a canine head. They are visually varied, having many different combinations of coloration in fur and eyes. Hondu snouts, tails, ears, and fur all vary in length and appearance.
Lifespan: Hondu reach maturity at 18, but tend to live about 130 years.
Hondu Features
Hondu Starting Features
At level 1, you gain the following features as a hondu.
| Feature | Discreption |
|---|---|
| Keen Nose | When you make AWR checks that rely on your sense of smell, gain an additional +4 bonus to your check. |
| Canine Endurance | Gain +6 Skill Points to spend on skills with the Athleticism or Stamina tags. You cannot spend more than 4 points in a single skill in this way. |
| Unique Ability | To further define your hondu, choose one option from the list below at level 1. |
All Hondu Features
In addition to the unique ability you selected at level 1, you gain one more ability at 5th, 10th, 15th, 20th, 25th, and 29th levels, choose one option from the list below.
| Feature | PreReq | Description |
|---|---|---|
| Hondu Bite | Gain a special attack that costs 2 AP and deals 1d4 Sharp damage on a hit. This is considered a natural weapon, and you use your choice of STR or DEX for the attack and damage rolls. | |
| Hondu Bite II: Powerful Jaws | Hondu Bite | Repeatable. Each time you take this feature, increase your Bite damage die by one size (d4 to d6, d6 to d8, etc.), to a
maximum of 1d12. |
| Bravery | Whenever a creature tries to Frighten you, they must roll 2d20 and use the lower one. | |
| Bravery II | Bravery | You cannot be Frightened by creatures. (Effects that do not originate from creatures can still Frighten you.) |
| Bravery III | Bravery II | You cannot be Frightened by any source. |
| Canine Cunning | You may spend 1 AP to grant TA to yourself and one ally against an enemy that you are both
adjacent to when you use this feature. This bonus lasts until the start of your next turn. | |
| Canine Endurance II | Canine Endurance | Repeatable. Gain +6 Skill Points to spend on skills with the
Athleticism or Stamina tags. You cannot spend more than +4 points on a single skill in this way. |
| Hunting Dog | Repeatable. Gain +6 Skill Points to spend on skills with the Survival tag. You cannot spend more than +4 points on a single skill in this way. | |
| Keen Hearing | When you make AWR checks that rely on your sense of hearing, gain an additional +4 bonus to your check. | |
| Keen Nose II | Keen Nose | Increase your Keen Nose bonus by an additional +4. |
| Pack Coordination | Once on your turn, you can move up to 10 ft without spending AP. When moving in this way, you must stay within 5 ft of a hostile creature at all times. You can use this feature a number of times equal to your AWR, regaining expended uses of the feature upon Recouping. | |
| Thick Coat | Gain Resist Cold 3. When making END checks to mitigate the effects of extreme cold, roll 2d20 and use whichever one is higher. |